From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search

Magic gems are condensed magic energy and seven out of the eight paths of magic has gems while Blood magic has Blood Slaves. Magic gems are used to fuel rituals, powerful battle spells and in forging magic items. Mages can also used a great number of gems of appropriate type to gain a permanent level in magic (called Empowering)and they can use them in combat to quench fatigue caused by spellcasting. A mage in combat that has a gem that is of same type as one of his magic picks gets a +1 bonus to that magic pick in combat. For example, a Nature 1 mage with one Nature gem would count as a Nature 2 mage while making spells. Only the first such gem per cast counts so a Nature 1 mage with 2 nature gems still counts as Nature 2 mage.

In addition, with battle spells the use of gems reduces fatigue; if N extra gems are consumed during casting, fatigue from the casting is reduced to 1/(N+1) of normal. Battlefield spells which cause at least 100 fatigue all require the use of one gem per 100 fatigue (or need to be cast in a Communion, so the fatigue is shared between multiple mages).

Empowerment

First level 50
Second level 30
Third level 45
Fourth level 60
Fifth level 75
Sixth level 90
Seventh level 105
Eight level 120
Ninth level 135
Tenth level 150

Through empowerment, gems can also be used to bestow your commanders with a new magic path or increase a existing one. You need gems corresponding to the specific path and the cost is the new level times 15 or 50 for the first level.

Empowerment can only take place at a lab, and it takes a turn. So it must be balanced against not performing another action. Increasing the magic path of your pretender god does not increase your bless level.

Each level of magic adds +1 to research in addition to the effects of Magic or Drain scales. This is true for magic items that boost your magic paths, as well as empowerment. Some commanders such as Sages come with additional increased research ability or have research magically affected by scales such as Ulm's Smiths.

Gem Generators

Sites

Items

Fever Fetish
(Const-2 F1N1) diseases wielder and has chance to generate 1 Fire Gem per turn as follows:
- 25% chance to bring a gem when its wielder has max HP
- 50% chance when wielder has 1 HP less than max
- 75% chance with 2 HP less than max
- 100% chance with 3 or more HP less then max
Note: Neither shapechangers nor undead ever die of disease, but the fetish still works on them as listed above. Regeneration halts the loss of hp due to disease.
Clam of Pearls
(Const-2 W3N1) generates 1 Astral Pearl per turn.
Blood Stone
(Const-4 B3E2) +1E and generates 1 Earth Gem per turn.
Ruby Eye
(Const-8 F3) generates 1 Water Gem per turn.

Spells

Mother Oak (Alt-5 N5) Costs 50 N gems, generates 10 N gems/turn
Gale Gate (Thaum-8 A5) Costs 60 A gems, generates 20 A gems/turn
Maelstrom (Evoc-8 W6) Costs 80 W gems, generates 15 W, 5S, 3A, 1E, 1D, 1F, 1N gems/turn
Earth Blood Deep Well (Ench-7 E6) Costs 80 E gems, generates 20 E gems/turn
Eternal Pyre (Ench-6 F6) Costs 80 F gems, generates 20 F gems/turn
Well of Misery (Conj-8 D6) Costs 80 D gems, generates 21 D gems/turn and increases tax revenue everywhere by 10%
Stellar Focus (Ench-7 S5) Costs 30 S gems, generates 5 S gems/turn
Wish (Alt-9 S9) Costs 100 S gems. Can wish for 25 gems of all types (no blood slaves) or 250 blood slaves
Arcane Nexus (Ench-9 S8) Costs 150 S gems. Half of all gems used to cast spells and forge magic items are collected by the owner of this enchantment.

Commanders

Sea King
1W gem/turn. (Conj-6 W3) Summons
Barathrus
1E gem/turn. (Conj-8 E5) One of the possible Kings of Elemental Earth summons
Mother of Rivers
2W gems/turn. Pretender
Great Enchantress
1S gem/turn. Pretender
Arch Druid
1N gem/turn. Pretender
Lady of Springs
2W gems/turn. Pretender